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Features » Interview
A Cyber-Renaissance In Art Direction 14
by Christian Nutt [08.22.11]
Deus Ex: Human Revolution art director Jonathan Jacques-Belltete speaks to Gamasutra about how he and his team envisioned the game's signature look, how layering meaning and metaphor makes for more robust art, and how the industry's fundamental approach to creating art to change in future.
Art, Interview

Carmack on Rage 21
by Kris Graft [08.19.11]
The legendary programmer speaks to Gamasutra about finishing up work on id's latest game, what's going on with Doom 4, his mistaken predictions for the technology landscape, and the advantages of coding for iPad and consoles over PC.
Design, Interview, Smartphone/Tablet

Interview: The World Design Of Diablo III 21
by Sterling McGarvey [08.12.11]
Blizzard designer Leonard Boyarsky talks to Gamasutra about the process of expanding the Diablo universe significantly with the third installment of the series, talking about what has both worked and what has not.
Design, Interview

The Opportunities And Dangers Of Going Indie 24
by Array [08.10.11]
Three indie developers at different stages in their evolution -- Tiger Style Games (Spider: The Secret of Bryce Manor), Haunted Temple Studios (Skulls of the Shogun), and Uppercut Games (Epoch) discuss the pros and cons of the move from big studio to indie.
Business/Marketing, Interview, Indie, Smartphone/Tablet

Moving Forward On Race In Games: Manveer Heir Speaks 28
by Brandon Sheffield [08.05.11]
BioWare Montreal designer Manveer Heir on how we should bring new types of characters into the medium, and how "it's not video game affirmative action. It's about actually pushing our medium to make better games, to tell better stories in our games."
Design, Interview

The Writing Of BioWare's Dragon Age II: David Gaider Speaks 24
by Brad Kane [08.01.11]
Gamasutra examines the writing process behind the Dragon Age series by speaking with lead writer David Gaider, delving into how the team wanted to focus more on the "dark" in "dark heroic" and balance player choice throughout the game.
Design, Interview

The 4th And Battery Plan: PopCap Goes Indie... Sort Of 4
by Tom Curtis [07.29.11]
PopCap's Matt Johnston, senior producer of core IP, and Jeff Green, director of editorial and social media talk about the formation of PopCap's 4th & Battery sub-label, why it's a good idea for the studio, and how they got involved with the Make-A-Wish Foundation for Allied Star Police.
Business/Marketing, Interview, Indie, Smartphone/Tablet

The Man Every Facebook Developer Wants To Know 3
by Christian Nutt [07.27.11]
Gamasutra recently got a chance to sit down with Facebook's Sean Ryan, the social network giant's director of games partnerships, to find out what the company is doing for developers now that it has a team dedicated to improving the infrastructure and fielding requests.
Business/Marketing, Interview, Social/Online

From Ninja To Viking: Tomonobu Itagaki Speaks 9
by Christian Nutt [07.25.11]
The outspoken Dead or Alive developer talks to Gamasutra about trends in the industry, his relationship with publisher THQ, and what he feels that Japanese developers lack as compared to what they need to succeed on a global scale.
Business/Marketing, Design, Interview

The Man In Charge Of Reshaping Square Enix's U.S. Division 4
by Christian Nutt [07.22.11]
Amidst a growing and thriving industry with exciting platforms and audiences in every direction, Square Enix U.S. president and CEO Mike Fischer sees plenty of opportunity but also reasons to be cautious and thoughtful, as he outlines in this extensive interview.
Business/Marketing, Interview